Wait, are you wanting to send it to the entire server? I believe the thing here, is that ChatMakeSystemMessage is used on the client so only the person who completed the song can see it
Maybe what you could do, is create a BoolValue which would detect when a player has finished a specific song, then after changing it, will call FireAllClients() from your RemoteEvent to use from the server, onto every client so that way it will properly make it visible to all players? I’m unsure though what your accuracy variable is, so you’d need to send that on the server instead of the client
I did that however it still does the same thing(sends to one person)
client:
‘’’
game.ReplicatedStorage.Remote_Events.FinishedSong:FireServer(accuracy)
game.ReplicatedStorage.Remote_Events.SendMessage.OnClientEvent:Connect(function(player, accuracyVal)
game.StarterGui:SetCore( "ChatMakeSystemMessage", { Text = player.Name.. " got "..(accuracyVal*100).." Accuracy on Songname", Color = Color3.fromRGB( 255,0,0 ), Font = Enum.Font.Arial, FontSize = Enum.FontSize.Size24 } )
end)